Spot Skill Description

Spot is how aware you are of your surroundings, how quick you react to new dangers, and your ability to discern and analyze detail. Spot defaults to Mind and an outcome matching this attribute on a stunt directed against Spot will often result in a Setback.

Use in Action

Spot is used as a defense against traps and sneaking, to notice hidden clues and dangers, and to quickly gather and understand information. For humans sight is the most important (and cinematic) sense, but the skill covers all senses, including such things as muscle memory, balance, and intuition.

Knowledge

You are not only able to notice things, you also remember what you've seen and perceived. Want a visual image of a cathedral? How many spires has the Notre Dame? Or to know how many light poles there were along the road you just rode down? What was the registration number of the third red car or the shoe size of the custom's inspector on this photograph? What is the angle between the stars in Ursus Major? This is the kind of trivia and everyday observation you thrive on.

If you are a visual artist, you know of other artists throughout history and the techniques they used. If you are a photographer, you know photographic apparatus, the papers and other venues to get published and trivia related to what you usually take shots of. If you are a military spotter or recon specialist, you know the latest gear, techniques, and operating methods. You can give amazingly quick reports on a target's location and nature in military jargon. If you are a detective, you can summarize your observations into pithy reports that another detective can make sense of. If you are a bird watcher, train spotter, astronomical observer or other specialized enthusiast, you have amazingly detailed information on your narrow field, the things you look for, the gear used, who first spotted a particular thing, and so on.

Some characters are not only skilled in Spot but also understand the theory behind how we perceive things, but that is covered more under the Know skill.

Contacts

People in diverse fields have "the eye" and ability to see that special angle, and when you meet you generally recognize and respect each other. You have met observant people and developed a mutual respect, from painters and photographers to bird spotters, artillery observers, and sniper spotters. Depending on your background, some of these will respect you while others will think you wasted your observational talent in pointless or destructive ways. There is not much cohesion among these people, no such thing as a worldwide spotter community. Instead there is a number of small groups that are each more or less closed to outsiders. Thus, the contact element of Spot is very much dependent on your background.

Spot also gives you an ability to remember faces. And if you can remember many people, chances are one of them might pop up where they are useful to you. The chance that one of the technicians at the villain base were in the tech shop at the mall in the next town are actually pretty good, and while you might not be best buddies just because you saw him there, you at least have a clue about his interest and an opening line for a conversation.

Stunts

Many Spot stunts are reactive; you notice danger in time to react or analyze a situation as it comes up.

Detect

Basic Action

The Spot skill is often used with powers and sensors to detect things that have no real way to hide, but that might still not be spotted simply because of the unreliability of the technique. In this case, the base difficulty is the target's Reflexes for physical detection or Mind for psychic detection - detecting an object usually has a base difficulty of zero. Add Range modifiers to the die roll, most detect powers have medium range.

Frisk

Varies

Make a quick examination of someone, looking for hidden weapons, contraband, and so on. This is an opposed roll compared to the target's Charm, Create, or Impress skill. Depending on what you are looking for and how you do it, there are several modifiers. In order to even try to hide an item like this, the character must be carrying enough clothes.

Circumstance

Modifier

You are using a detection device of the same or higher sophistication that the item sought.

No Action Passive search; you are not actively searching, but the concealed object would attract your notice if you did search (not an action)

-10

Trigger Action Visual observation only.

-5

Basic Action Pat-down

+0

Limit Break Body cavity search

+10

In general, you only get one chance at frisking. But if you can change your modifiers so you get better odds, you can try again.

Sometimes, the GM will give you hints even on a failed roll, especially if the plot demands it; you generally get a bad feeling about a the situation even if you failed to find exactly what you looked for as long as you did not fail by a margin greater than your Mind. This realization might not come at once, and you might not be certain who your suspect is, but it gives you incentive to look more closely. By the same token, the GM might delay the result of a successful roll to heighten tension and move the plot along.

When a player tries to smuggle something past a guard, the GM should generally let the player roll their Charm, Create, or Impress skill against the guard's modified Spot; it is much more interesting to have the players be the active party.

Various stunts can be used to distract a guard or fool someone into revealing what they carry, these generally modify the Spot check further. A Setback on such a stunt makes either avoidance or discovery automatic.

Now and then the GM will have to fudge these rolls; generally to allow either a hero or villain to pass inspection but still cause suspicion - this is often the best setup for an exiting action scene.

Keep Watch

Trigger Action (Defense)

You get a +3 bonus to your Spot when it is used as the difficulty of an action. Keeping watch for an extended time takes quite a lot of attention; outside of action scenes you cannot initiate actions or stunts of your own while constantly keeping watch.

Scan

Basic Action

You look around, trying to spot hidden enemies and dangers. Make a Spot check against the Maneuver of an enemy trying to Sneak or against the difficulty of spotting a trap or other danger. Scan cannot find someone using Surveillance unless you are actively out scouting for them.

Search

Limit Break

You search an area (crime scene, fight scene, hall, apartment), looking for clues, hidden dangers, and clues. You automatically find all things a normal spot roll can find - anyone simply using Stealth to hide, casually concealed objects and doors, and other things that could be found with a quick scan are obvious to a search. You can also find hidden clues, deduce what happened in the area recently, and find carefully hidden devices such as advanced traps and secret doors with a successful Spot check.

Surveillance

Basic Action

You stay hidden at a distance (from 50 meters to several kilometers away, depending on cover), trying to keep a place or person under surveillance while concentrating on staying hidden. You are far away and under cover, enough that foes will only find you if you fumble or if they start an active search, but you have a limited perception of what goes on. If opponent's security measures are strong, you have to focus more on hiding and will notice less. Range as such is not a factor, but tighter security keeps you at a distance while also making the task harder.

Surveillance of a person is harder than of a place. Depending on what surveillance methods you use, it might be pretty easy for the enemy to prevent or disrupt your surveillance, such as by unpredictably changing methods of transportation or using a secret passage. Paranoid enemies might use such methods even if they don't know they are under surveillance.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. Depending on the security present your opponent might use other skills to defend, such as Create for an electronic counter-surveillance system.

Schticks

Spot Schticks

Found Ya!

Trigger Action (Combo)

When you successfully Scan and spot someone who is Sneaking, you can use this schtick to immediately take a Basic Action against that creature. If you found several creatures withe the same action, you can still only take one action but if that action targets mutliple creatures or an area, you can affect all those you just spotted.

Investigator

Limit Break

You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating. Certain details might need to be verified in a lab, but you can get a general idea of what happened and clues to what kind of people were involved. As more information is added from witnesses and technical reports, you can flesh out your image of what happened. You can put all of this down into reports that other investigators can read and understand, and you can quickly skim such reports to find similar cases which can offer additional insights.

Lip Reading

Basic Action

You have the rather unique ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll or the needs of the plot.

Material Link

Limit Break

By investigating a place were a creature bled or slept, you can secure a sample of their blood, hair or other tissue sufficient to give you their True Name, or at least secure an advantage against them. Make an opposed Spot check, on a success you gain an Advantage against them that is persistent form scene to scene. On an Outcome matching their Reflexes you learn their True Name.

Medium

Limit Break

You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. You can commune and catch glimpses of information from spirits. Make a Spot check to seek answers from spirits, which is much the same as Contacts, only the answers are colored by the nature of the spirits of the place.

This is not a Power, but it assumes spirits exist in the setting; if they do not this schtick won't work.

Observant

Ranger

Inherent

You are a master at observing nature and its ways. When you Track the penalty is one per day old the trail is rather than one per hour, as long as there has been no significant precipitation or other manner of trail destruction. You are not distracted by natural sounds and obstructions, your Spot checks are never penalized because of such things. You can identify animals, plants, and minerals on sight.

Sensitive

Basic Action

When you use this power, you are aware if there are any active powers within ten meters times the result of your Spot roll. Within one meter per point rolled, you can pinpoint and identify such powers.

Tactics

Inherent

You have a good sense of personal and small unit tactics. You can sense at what shot creatures within Spot meters will act, and you can sense the groups minions and are organized in, who leads who, and creature's typical combat mode and Role. All of these actions are automatic and take no time to use. You cannot read creatures whose Spot is higher than yours.

When the GM has you make a roll to discern enemy tactics or deployments, such rolls are Confident.

Target Acquired

Trigger Action (Focus)

When you spot a Sneaking enemy or an enemy fails to Sneak on you, you can focus.

Total Recall

Limit Break

You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there now. You can retroactively use the Spot skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from other skills such as Know. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.

The Limit Break refers to the act of remembering, it is not something you have to do to record the memory in the first place.

Trapfinder

Inherent

Whenever you are in danger of triggering a trap or alarm, you can make a Spot against the Create of the trapmaker - on a success you spor the trap just as you are about to blunder into it, and can stop doing whatever would trigger the trap. When you Scan for traps, you get a +3 modifier.

Spot Powers

Detects or analyzes the form, or uses the form to gather information in some way.

All detect powers have one limitation; they create an image in the user's mind, and using the same power again will not contradict or enhance this image. Thus you cannot re-try a detect power that failed to acheive a desired result.

Analyze Air

Basic Action

You can analyze the properties of any gas within reach, even if the gas is inside a container or otherwise separated from you. You learn the exact composition and properties of the gas and whether it has been affected by any powers recently.

You can sense the presence of gas at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of gas (not normally very useful), but by concentrating on a particular type of gas you can eliminate all others.

Finally, you can use this to predict the weather and to sense if a weather pattern is natural or the result of power use.

Belomancy

Limit Break

As a preparation for using this power, you prepare a number of arrows, writing a possible answer to a question on each arrow. You must also add at least one blank arrow to the mix. When using this power, you ask a question and draw an arrow; it the power was successful, the arrow with the most relevant and correct answer will be drawn. If none of the answers were relevant or correct, you will draw a blank arrow.

Belomancy can only answer questions about things you will encounter within the next six hours, and can only give out information you would automatically notice during such encounters. Typical questions include "Which way to the dragon" or "what monster will I meet behind this door". Deeply analytical questions, such as "Who killed the duke", "what is the nature of life" or "should I get married" always draw a blank.

The difficulty of the check is either 5 + the number of arrows in the quiver, or the Spot of whoever the divination is directed against. As an alternative, a single arrow can be tossed in the air, if it is a direction you want. This has a minimum difficulty of 10.

Touch of Air

Inherent

You gain an awareness of the air within your Mind meters. This extends your sense of touch to this distance, which means you can "see" without using your eyes. This sense does not extend through a gas-tight barrier, but does extend around corners.

Adaptive Senses

Inherent

Like most animals, your senses become finely attuned to the surroundings. You ignore all perception penalties based on the environment, such as low light, fog, sun glare, altitude etc. You still cannot see where there is no light, but senses like smell, hearing and vibration sense lets you perceive anything moving in a range out to your power skill in meters. It is still possible to sneak on you.

Animal Spy

Basic Action or Limit Break

You can scry what an animal senses, including all senses. Range is not a factor, but there must be an animal on the scene for you to scry. Scryig at one specific location or trough the eyes of a known individual animal is a Basic Action; looking around to find something takes a Limit Break.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Scent of Sight

Inherent

Your sense of smell develops to fantastic proportions. You can track, identify creatures and substances, tell a creature's mood by scent alone. You automatically succeed at any scent-related task possible to a normal human. Use your powers skill only for stunts a normal human simply could not do. If blinded, you can still perceive creatures in a range out to your power skill in meters.

Scent the Unnatural

Limit Break

You use this power by running around, sniffing out an area. Male a Spot check. Compare the result to the Impress of any supernatural creatures or events in the vicinity (within Spot meters). This includes most creatures except Animals and Folk and all Traditions except yours. On a success, you sense the unnatural presence and its approximate nature and location. This includes creature type and a general description. On a failure, you still realize something is there, but also that it is too powerful for you to analyze or meddle with.

The usual way to use this is on a wide-ranging patrol, in which case it is usually sufficient to make one roll each potential unnatural presence that can be found.

Sense Animal

Basic Action

You can analyze the abilities and attributes of any animal within reach, even if the animal is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the animal and whether it has been affected by any powers recently.

You can sense the presence of animals at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of animal, but by concentrating on a particular species, individual or descriptive trait you can eliminate all others.

Analyze Chi

Basic Action

You understand powers at a distance. You learn what power it is, who used it, when, to what effect, and an approximate power level.

You can analyze the properties of any power you see or otherwise sense within Maneuver meters. When you see someone fighting, you can use this to learn what powers they have, even ones they are not currently using, with Spot roll against their Maneuver.

Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic events leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Deep Meditation

Limit Break

You can enter a deep meditative trance where you analyze a problem or question, seeing it from all angles at once. While in a trance you cannot move but still perceive your surroundings. You can end the trance at any time. Deep Meditation primarily helps with questions of motivation, morality, and ethics - both your own and those of others. Range is not a factor.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Inner Eye

Inherent

You have learned to see trough the illusion of the world and perceive the true reality beyond. Your perception focuses on the chi of living creatures. You can "see" within Mind meters even in total darkness, blindfolded or when obscured by smoke, mist and similar hindrances. You can also sense the presence - but not precise location - of other Chi users in this area, and you can tell the difference between named and unnamed characters. It is still possible to Sneak on you - a sneaking character actively tries to conceal his aura, even if he does not realize it.

Analyze Darkness

Basic Action

You can sense the presence of shadow or darkness at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can concentrate upon a specific form of darkness (a shadow, a dark room) and sense only that if you like.

You can sense darkness in a creature. You can sense if a creature is overcome by negative emotions, what emotion, and what it is directed against.

Detect Enemy

Basic Action

You sense creatures that hate or intend harm to you, a group you represent, or someone who is present and under your protection. The range in meters is equal to your power skill roll when used blindly, or ten times that if you can perceive the creature in some fashion.

Detect Falsehood

Basic Action

You can sense moods and feelings, getting an impression of the intents and desires of others. This can allow you to penetrate disguise, falsehoods and insincere seduction attempts with a power skill roll against the Charm or Impress skill of your target.

Sense Sin

Inherent

When you first learn this power, pick one type of vice or sin that is considered morally distasteful in your culture. Whenever someone within 10 meters times your Mind commits this sin, make a Spot opposed by their Charm to sense where they are and what they did.

Touch of the Dark

Inherent

You can smell, taste and hear the darkness within Mind meters. In this area you can sense things even around corners or behind cover, as if touching them with umbral tendrils. It is still possible to sneak on you, but the darkness does not help in any form or fashion. You feel safe in the dark, and you are not affected by the supposed terrors of the night. You are never impaired in any way because of darkness, but you still cannot see - colors, script, screen images, and other purely visual things are imperceptible to this power.

Sense Death

Basic Action

You can analyze the abilities and attributes of any Undead or corpse within arm's reach, even if the creature is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the animal and whether it has been affected by any powers recently. If you analyze a corpse this way, you learn if it has been affected by any powers, when it died, and rough description of how it died.

You can sense the presence of Undead at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of Undead, but by concentrating on a particular type, individual, or descriptive trait you can eliminate all others.

Speak with Dead

Basic Action

You can communicate with the spirits of the dead. You need to be at the site they died, their grave, in the presence of a direct descendant or loved one, or in possession of a body part or and object important to them in life to use this power. You must also have a clear idea of who you are communing with, tough a name is nor necessary.

The dead will appear as an apparition, merely as a ghostly voice, or manifested through some divination technique or device you use. You can ask the dead about things they knew in life, and it will answer as its personality dictates. The dead communed with are more sourly than they were in life, but will respond to interaction, people and inquiries much as they did while alive. They have no extra knowledge of death itself or other things they did not know when alive, tough some of them might make up stories or try to proselytize. You can ask them if they want to be resurrected or turned into undead, and make deals with them about that. Even if they agree, it is sometimes the case that the spirit will not cooperate later; it is speculated that the conversation is not with the actual spirit of the departed, but only with a ghostly image or reflection left in the physical world.

This spell will not allow communication with a creature that is currently an Undead, tough it does make the creature aware of who you are and that you want to commune with it and where you are, as well as inform you that it is currently undead. Some undead will be able to come to you quickly, and you have no control whatsoever over them through this power.

Ghost Spy

Limit Break

You send a discorporate spirit to spy for you, instructing it to look for specific pieces of information. It will report back to you when if finds the information you seek. It cannot enter an area warded against death or the undead. Ghost Spy has a range of your Mind kilometers but no range modifiers.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Analyze Earth

Basic Action

You can analyze the properties of any solid object within reach. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.

You can sense the presence of solid objects at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of solid object (not normally very useful), but by concentrating on a particular shape or composition you can eliminate all others. This lets you locate either objects of a basic shape (such as pistols or wheels) or specific substances (such as gunpowder or rubber).

Finally, you can use this to predict tremors and other seismic phenomena and to sense if they are natural or the result of power use.

Knowledge Stone

Limit Break

You imbue a stone with the ability to sense and store information. You need a man-size chunk of stone, a fist-sized rock crystal, or a tiny gem to enchant it this way. To interact with a knowledge stone requires concentration, even when just communicating. To someone passing by or ignoring it, a knowledge stone is inert. An knowledge stone can be set to buzz slightly when active in order to attract attention.

There are basically four ways to use a knowledge stone. The first is as a recording device useful as a camera or for spying. By leaving a knowledge stone in a location and instructing it to record, you can later return or retrieve the stone to watch what happened in its vicinity. Second, you can set it as a display, showing a message to anyone. The third is as an information storage device; recording and retrieving information like a a journal or library would. The fourth is as a communication device; by attuning (a separate Limit Break when holding two Knowledge Stones) it becomes possible to communicate verbally and visually.

Tremorsense

Inherent

You can sense and target objects and creatures within Mind meters, as long as you have a connection trough solid objects between yourself and what you are perceiving. This prevents Sneaking by moving creatures.

X-Ray Eyes

Basic Action

You can see through solid objects, especially sand, earth, or stone. This allows you to find buried treasures, traps and hidden doors with ease.

The difficulty of seeing through a wall or barrier is 5 plus its armor value. If it is made of earth, sand, or stone you can see one meter per point of outcome through a barrier, otherwise you can only see through one-tenth of that.

Analyze Electricity

Basic Action

You can analyze the properties of any electric or magnetic phenomena within reach, even if it is behind a nonconductive shell, inside a container, or otherwise separated from you. You learn the exact properties of the phenomena and whether it has been affected by any powers recently.

You can sense the presence of electric phenomena at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of electric phenomena (not normally very useful), but by concentrating on a particular type of electric phenomena you can eliminate all others.

This lets you detect and analyze the basic function of electric machines and electronic devices, but not detailed or intricate functions.

Detect Trap

Basic Action

You can sense the pent-up energy in a Trap. Make a Spot roll against the Create of each trap within Spot meters.

Touch of Electricity

Inherent

You gain an awareness of even minute currents within your Mind meters. This extends like a sense of touch to this distance, which means you can "see" without using your eyes. This allows you to sense machinery, nervous systems, and walls. The sense extends trough nonconducting materials, but not through metal walls.

Analyze Fey

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Sight

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits and fey wherever you go - most of these are just how you perceive natural phenomena and can be useful for noticing otherwise mundane phenomena, but have no supernatural significance other than to make noticing the dangerous ones trickier.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on a power to conceal it. If it could sneak under the normal rules, without the help of a power, Faery Sight can still spot them normally, but gives no additional help.

When using Faery Sight , you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where you have Scanned an obscured area with fairy sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to sneak against you.

You can penetrate a disguise if your Scan beats the other creatures Charm. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Fairy Sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Analyze Fire

Basic Action

You can analyze the properties of any fire within range, even if it is inside a container or otherwise separated from you. Combustion includes any energy releasing chemical or nuclear reaction, including the digestion of food in living creatures. You learn what is burning, how hot it is, what damage it can do, what type and how much fuel it uses and how long the fuel will last and any other mundane detail you can come up with about fire. You also learn whether it has been affected by any powers recently.

You can sense the presence of fire at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of fire, but by concentrating on a particular type (by such factors as fuel, temperature, origin etc) you can eliminate all others.

Fiery Visions

Limit Break

You can see trough any open flame. You must either know the flame is there, or focus on an area to see trough the largest flame present there. A larger flame gives you a clearer vision. Considering how ubiquitous fire is in most fantasy settings, this is quite handy, especially if used at evening gathering hours. Range is your Mind in kilometers but there are no range modifiers. The power lets you look through several fires wit each use, letting you look around for the information you seek.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Heat Sight

Inherent

You discern the temperature of objects and creatures withing your Mind meters. This sense extends like a sense of touch to this distance, which means you can "see" in complete darkness, as long as everything is not of a uniform temperature, something that is very rare except in undisturbed cellars, caves and other places with an isolated climate. You are blind if surrounded by heat insulating or very cold materials, such as underwater or in a snow storm.

Eyes of the Fox

You can use this once per die roll someone else makes. The GM must tell you the numerical value of one of the character's attributes, skills, or current point totals. You choose which one. You can do this in or out of combat.

Predict Randomness

Trigger Action

Whenever random chance can affect an outcome, you can use this action to predict the result. Since all die rolls in Action involve chance, this allows you to predict the outcome of most actions, just as they are about to occur. The usefulness of this is debatable, but it does allow you to decide whether to use other Trigger Actions triggered by the event you predicted the outcome for.

Sense Power

Basic Action

You can sense the presence of Powers. All powers play around with the natural state of the world, and those sensitive to flux can sense such changes. You can normally sense the presence of an active power effect without knowing what power it is, but you can choose to limit the detection to certain forms, techniques or even specific powers. Make a skill roll and multiply the result by 10; this is the range in meters. If the power detected is in range of your physical senses, you also gain a basic understanding of it and how it works.

Analyze Force

Basic Action

You can sense the presence of each active Force powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can analyze the properties of Force powers. You learn the exact effect, form, and technique of the power.

You can also find and understand other forces, natural or otherwise, using this power. You can gain information about the mechanics of power-generating engines or devices, the statics of intricate architecture, the equilibrium of forces in a static system and so on.

Remote Eye

Basic Action

You create invisible eyes that float about under your command - each command is a basic action. You must spend at least one basic action each round on an eye to maintain it. You can maintain several eyes at once by doing this several times each round.

The eyes are material but lack [Body (Action)|Body]] and cannot pass barriers that would stop a wind-driven toy balloon.

A common use for this is to send the eyes out to survey an area or spy on a person.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. You can make one scry roll for every fifteen minutes of surveillance, and the eyes must move into the area before surveillance can begin.

Analyze Gifts

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Flexible Gifts

Limit Break

Use any one Power of a Form you know that is a Basic Action, Stance, or Trigger Action (finisher). You need not know the power. If the power is a stance, you can continue to keep it up for one scene (or as long as it makes sense).

Mark Territory

Basic Action

You mark a physical location, making it a part of your territory. Other power users instinctively know the location is claimed when they get within your Create x10 meters of the spot. You claim lasts a number of days equal to your Create skill. Analyzing your mark can give others a rough idea of what you are.

Powers used in the claimed area subtly alter the mark. By inspecting your mark and making an opposed Spot check, you know which power was used, which origin the user has, and a basic idea of who they are. Using this power in the claimed area, or dispelling Mark Territory, is immediately noticeable.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Power Gaze

Inherent

Pick one power. You can use this power and any stunts related to it with the Spot skill instead of whatever skill it is usually based on. You can take this power several times, each time applying it to a separate power.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Resist Power

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make an opposed Mind check (this does not cost any shots), on a failure the power did not affect you. Resist power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. When in use, this prevents all power use except your own, when you wish to be affected by a power, you must take a trigger action to temporarily lower your power resistance.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Second sight

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits or ghosts wherever you go - most of these are just how you perceive natural phenomena and can be useful for noticing otherwise mundane phenomena, but have no supernatural significance other than to make noticing the dangerous ones trickier.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on concealment you can see through or using a power to conceal it. If it could sneak under the normal rules, without the help of a power, Second sight can still spot them normally, but gives no additional help.

When using Second sight, you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where have scanned such an obscured area with second sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to sneak against you, but you can use second sight again to automatically spot them.

You can penetrate a disguise if your Scan beats the other creatures Charm. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Second sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Analyze Ice

Basic Action

You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.

You can sense the presence of ice at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of ice or snow (not normally very useful), but by concentrating on a particular shape or composition you can eliminate all others. You can also detect holes in solid layers of ice and/or snow, this is highly useful for finding buried objects and creatures. This lets you locate objects of a basic shape (such as pistols, wheels, and humans).

Finally, you can use this to predict cold weather and to sense if it is natural or the result of power use.

Snow Sight

Inherent

You can see through ice and snow. This allows you to find buried objects, traps and hidden doors with ease. You are also immune to snow glare or snow blindness. Your sight is not hindered by snow in the air.

Capture Scene

Basic Action

You have perfect recall of anything you experience when you use this action. If you have other powers that let you create images, you can recreate what you experienced in perfect detail. Making an illusion of something captured in this way is Routine as long as the situation captured and the illusion are reasonably similar.

You appear somewhat distracted when using this power, something those who see you clearly can notice if you fail an opposed Spot roll, and they can then automatically distract you and spoil your use of this power if they choose.

Glitterdust

Basic Action

You can create shining lights or an aura about a creature or object. This does not change the appearance of the target, but makes it impossible for the target to use darkness or shadows to sneak and negates powers that allow sneaking in plain sight. The target can still hide behind regular cover and concealment. You can also use it to mark different targets in different ways. At your option, the outline is only visible to certain people, and you can vary the color and other details of the glow. This can be used to paint targets, which can be very useful tactically. If the target can't see the glow, he can't tell that you used this effect on him. Thus you can use this to mark certain people that enter a city gate, and make the glow visible to city guards, allowing these people to be arrested at a later time.

A roll of Spot vs. Maneuver is required to put the glow on someone, and the effect lasts for an hour or so. You can use this against someone you only suspect is there by targeting a likely hiding place - this does not suffer any penalty against an opponent that is successfully sneaking.

Scrying

Limit Break

You can cause the image of what appears far away to appear before you, usually in a mirror, reflecting pool, or as an outline in smoke. The image is never entirely clear; basic details can be easily discerned, but details like faces and text can be blurry and hard to read. To target the scrying you need some kind of link to the person or place; his full name, an object or creature with ties to the target, or information on his current whereabouts. Range is not a factor.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Sense Illusion

Basic Action

You can sense the presence of illusions and Spectres at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of illusion, but by concentrating on a particular type or description you can eliminate all others.

Life Watch

Basic Action

Touch another to start monitoring their health. Against an unwilling target, this takes a Spot vs. Dodge roll. The effect lasts for as long as you maintain it, spending an Basic Action on it at least once per day. You can maintain no more than Mind life watches at a time; if you would exceed this number your oldest ongoing life watch is cancelled. At any time, you can take a Basic Action to check on the health and condition of those you Lifewatch – you learn details about his physical health, and get general indications on changes in his general well-being in other ways, such as if he is cursed, mind-controlled, or otherwise impaired. If a creature under your Lifewatch dies, is reduced to zero hits, or otherwise incapacitated, you are immediately informed of this fact, with no need to spend an action.

Sense Life

Basic Action

Allows you to see the flow of life energy in an area. Life energy exists not only in living creatures; it is what animates plants and even flows trough natural environments and ecosystems. The stronger a place's Chi, the easier it is to see. You can sense the presence of living creatures within ten meters per point of Spot and pinpoint them within Mind meters. Against a creature that is Sneaking this requires an opposed roll against that creatures Maneuver, but you do not need line-of-sight in order to spot it.

You can also sense and pinpoint places of power and any powers currently in use in the same area, but you cannot identify which power. By using the power again and focusing on a particular creature, you learn it's attribute ratings.

Detect Evil

Basic Action

Many magic traditions have defined evil, an opposing philosophy or set of ideals that are anathema to everything you powers stand for. With this effect, you can sense such evil. Make a skill roll and multiply the result by 10; this is the range in meters. If you can see the evil creature or object you can pinpoint it; otherwise you merely know evil is present.

This power is not relevant to all traditions, particularly of the technology origin.

Eyes of the Sun

Inherent

Your vision is improved. You can see perfectly over long distances as if you were using a binocular with x100 enlargement (things appear as if they were only 1/100 as far away), yet there is no reduction in your field of vision. You are never blinded by glare or bright light, and are immune to flashes used as distractions.

True Sight

Basic Action

On a successful power skill check, you can identify illusions and conjured objects as false or divine the true forms of transformed creatures. The difficulty is whatever skill the target is using.

Vision

Limit Break

You get a vision of something that greatly concerns you or someone in your presence who you use the power for. The vision can contain factual information or advice, depending on the situation and story needs.

You do not pick the target of Vision, the power picks an appropriate target automatically. Range is not a factor.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Arcane Calculations

Limit Break

You gain information about a person, place, or object through arcane means. This involves such methods as astrology, numerology, reading tea leaves, the I-ching and similar arcane methods of divination. This gives you answers to specific questions; the answer must be a few words or numbers. Range is not a factor.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Astral Sight

Basic Action

You shift your senses from the physical world to the astral, the world of spirit. Using astral senses, living creatures and power effects stand out clearly, while inanimate objects, especially industrially manufactured ones, are hard to discern. Objects with a strong empathic resonance are easy to see, while mass-produced objects who lack any psychic impressions appear fuzzy and ephemeral, with no discernible detail. You can find empathic traces of strongly emotional events by studying astral resonance.

You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on concealment you can see through or using a power to conceal it. If a creature could sneak under the normal rules, without the help of a power, Astral Sight can still spot them, but gives no additional help. This works as a Scan stunt, except that it is bad at noticing very mundane things, as described above.

When using Astral Sight, you can see through smoke, fog, or darkness (even supernatural darkness), but not through solid objects. In a scene where have used astral sight, you are not considered blind in such conditions and can act normally. Creatures can still use such obscurement to sneak against you, but you can use astral sight again to spot them again.

Astral sight can find subtle clues left from powers or highly emotional events, as if using Search. This only tells you a power has been used, not what power or how it was used.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Astral sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.

Calculate Location

Limit Break

You learn the physical location of an object or creature. You must have enough information about the target to describe it uniquely; if you have a general description you will find the nearest target that fits the description. This can be a name, number, birthdate, creation date, origin, or a physical description. You can use this to discern your own location if you are lost. It can also be used to analyze a teleport performed in the area in the last hour, which tells you what teleported where.

Analyze Metal

Basic Action

You can analyze the properties of metal. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.

You can sense the presence of metal and metal ore at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of metal, but by concentrating on a particular shape or composition you can eliminate all others.

Dowsing

Limit Break

Dowsing involves the use of a dowsing fork or pendulum to locate something that is sought. You must have a clear image of what you seek. It can be either a specific item that a participant in the ritual has seen, or a general substance such as water or gold, in which case it detects the largest store of such material in range that was previously unknown to you. You can choose to set a maximum range not to be exceeded in order to limit the detection to a certain area.

Dowsing requires a Spot roll for Detection, opposed when looking for something that is owned or deliberately hidden. Apply normal range penalties to this roll. Line of sight is not a factor.

Analyze Thoughts

Basic Action

You can sense active minds are present in an area. Make a skill roll and multiply the result by 10; this is the range in meters. You can focus on only a certain area or search only for a certain kind of mind (by creature type or species).

You can read the surface thoughts of a creature you can see eavesdrop on telepathic communication.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Astral Quest

Limit Break

You leave your body behind and enter astral space, the land of dreams and spirits. Your spirit can instantaneously move to any area that is not warded against spirits. Range and speed are not a factor.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. You can communicate with those you meet.

While on an astral quest, your body is in suspended animation; you do not need sustenance but are helpless. Your spirit and body takes damage together, and you can end the astral quest as a Basic Action - unless you are in a particularly tricky situation of the GMs devising.

Astral Quests are usually done to seek information, but sometimes it is possible to affect physical reality by performing a quest on the astral plane. Such astral quests are filled with visions, inspirations and subconscious symbolism, but are not linear adventures in the normal fashion. The main use is to resolve some moral issue, personality issue, or to gain insight. In certain cases an astral quest can break a Curse. Sometimes, an astral quest can directly affect another person or even an object or place by changing the astral resonance, but such use is strictly a plot device for the gamemaster. A number of other people equal to your Mind can be taken along on this sort of quest.

Clairvoyance

Basic Action

You can tell what happens in well-known places, to friends or to people you hold a former body part of or an object dear to. You will get a brief vision, often very subjective. The power scans for strong psychic impressions; humdrum everyday events are harder to detect. Sometimes these visions randomly focus on an emotionally intense moment in the past or future. Range is not a factor.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Dream Touch

Limit Break

You can contact the mind of a dreamer, entering their dreams to communicate or even cause harm. If the target is not asleep at the time, the power fails. When it works, this allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target will remember you when they awake, and will automatically awake after you harm them.

Mind Touch

Limit Break

You reach out to touch the mind of another creature. This allows you to use one other Mind Form powers against the target at any range. You must have a clear mental image of whoever you are trying to contact. The target feels a tentative mental contact and can sense who you are. It can refuse to acknowledge your mind touch, which makes the power fail.

Analyze Order

Basic Action

You can sense the presence of order and structure at a distance. Concentrate on a particular type of structure or ordered system, make a skill roll and multiply the result by 10; this is the range in meters. If the system detected is in range of your physical senses, you also gain a basic understanding of it and how it works.

You can use this to detect and understand both physical and social structures. Examples of physical structures include most architecture and static construction, as well as crystalline matrices and such. Social structures include dependencies and hierarchies; you can tell who commands who and detect the members of rigid social hierarchies, such as most military and some highly organized syndicates, criminal or otherwise.

Detect Lie

Inherent

You can detect spoken falsehood; when a creature within your Spot meters of you tells a deliberate falsehood, you know of it. You cannot penetrate deceit unless lies are involved.

Measure Difficulty

Trigger Action

When you face a task, you can determine how difficult it is by analyzing order. Make a Spot roll. If the difficulty of the analyzed task is this high or lower, you learn the difficulty and what skill and equipment/schticks/powers are relevant to the task, otherwise you simply learn that it is more difficult than the result of your roll. If several skills can be used for the task, you learn of all of those your roll covers for.

If you have the necessary schticks/powers to perform the task, there is a +5 bonus to the Spot roll. If the task requires no special schticks or powers, you always get this bonus.

Eye of Nature

Inherent

You can read the signs of nature and flora, sensing their relationships and the presence of anything which disturbs them out to a distance of your Mind in meters. This allows you to "see" through foliage. It is not possible for others to use plant cover to Sneak on you in this area, but if they take this into account they may still be able to sneak there using more solid cover. Beyond this range, your line of sight extends trough foliage and lets you see obvious things as if out in the open, but it is possible for others to Sneak normally there.

Sense Plant

Basic Action

You can analyze the abilities and attributes of any plant within reach, even if it is inside a container or otherwise separated from you. You learn the exact attributes, skills and schticks of plant creatures or the traits of plants and items made from former plants. You also learn and whether it has been affected by any powers recently.

You can sense the presence of plants at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of plant, but by concentrating on a particular species, individual or descriptive trait you can eliminate all others.

Analyze Psi

Basic Action

You can sense the presence of powers at a distance. Make a Spot roll and multiply the result by 100; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power of this origin within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Presence

Inherent

You can sense the presence of minds within Spot meters. People trying to be elusive are hard to detect, is still possible to Sneak on you.

Sense Psi

Inherent

You have developed an awareness for the use of powers. Your area of awareness extends to a range of your Mind times your Spot in meters. You sense any use of powers in the area and if you know the user you can identify who used it.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Discern Location

Limit Break

You learn the exact physical location of an object or creature. You must have enough information about the target to describe it uniquely; if you have a general description you will find the nearest target that fits the description. Space is the Form of shape, so the description must be based on shape, not substance or ephemeral qualities like color. The result is revealed in whatever system of reference you understand and which is most relevant and practical. You can use this to discern your own location if you are lost. It can also be used to analyze a teleport performed in the area in the last hour, which tells you what teleported where.

Magic Mapping

Limit Break

You create a map of the area. The result can be a hand-drawn map or be represented trough technological or supernatural means depending on your tradition. Make an opposed Spot roll against the watchman, chief of security, or most impressive creature in the area, gaining a better map the better you roll. If you do this at range, the power centers on a point you choose as the target and range penalties apply. Powers or abilities that stop detect powers prevents magic mapping.

The GM builds the map based on map points - you start out with a number of map points equal to your Mind and add the outcome (positive or negative) on the Spot roll to that. Each of the following features costs a point to map. In general, features at the beginning of the list are mapped first, but the map has more detail in nearby areas.

A room, square, street, or other open area

A closed door

Interesting but obvious features such as furniture, statues, and other furnishings

A stairway, lift, or other marked change in level

A concealed, hidden, or otherwise not obvious feature (this is in addition to the normal cost above)

Note that the point system is a rough guideline only. Depending on the scenario, the gamemasters degree of preparation, and the dynamic of the group you are in, this power will often work or fail on a GM fiat. If another player in your group plays a scout and enjoys discovering the map, this map can fail simply to allow that style of play. In other circumstances the GM might have a printed map or tactical overlay to show you that far exceeds what this power would normally allow.

Remote Sense

Limit Break

You can create a limited teleportation portal at any spot you like - the range is unlimited but you must know the spatial coordinates. This portal only transmits sensory input, but does not allow anyone to step through or affect the world on the other side in any way. You can use all your senses this way, and sensory powers as well. You can speak trough the remote sensory point, but you cannot move it. You cannot use this to help a teleport.

You can scry on those at the chosen position.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Spatial Sense

Inherent

You can sense the basic shape of things within Mind meters. In this area you can sense things even around corners or behind walls, incorporating them in your mental world-image. Because mobile objects are somewhat fuzzy, it is still possible to sneak on you. You still cannot see - colors, script, screen images, and other stimuli based on color rather than form are imperceptible to this power.

This also allows you to sense Gates and teleports out to ten times the normal range.

Commune

Limit Break

You get a spiritual revelation about a topic decided upon before using this power; the reply comes in the form of a short sentence, poem, or possibly a dream or prophetic vision. Range is irrelevant, but topics of spiritual import are generally easier to divine.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

Cleromancy

Limit Break

To use this power, you need a set of lots or tokens, each associated with a spiritual entity, creature, or ideal. You also need one blank lot. To use the power, you randomly select one of them. Cleromancy will make you select the lot whose symbol most closely represents your answer. If none of the lots are relevant, a successful Cleromancy will yield the blank lot.

The two most common ways to use this power is to identify a person or group of people who most closely answers the question, or to find under what divinity or spirits influence the answer lies.

Anwulf the norse rune-priests casts the runes to determine the fate of his lost father, putting tokens for Thor, Odin, Heimdal, and Tyr in the jar. The GM knows his father is involved in an intrigue. Anwulf successfully reads the runes and finds that the relevant god is Heimdal. Had Loki been in the lot, this token would have been the most meaningful.

The difficulty of the check is either 5 + the number of lots drawn from, or the Spot of whoever the divination is directed against. whichever is higher. By adding more potential answers to the lot, you can gain more information but the divination becomes correspondingly harder.

Lore

Basic Action

Touching an object tells you how it was made and if there are any legends or stories it has been involved in you learn those. You can tell its exact abilities.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Understand Miracle

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Zone of Revelation

Basic Action

You create an area where the natural and the supernatural overlap, making living and/or supernatural presences that are normally hard to perceive obvious. The area is either a sphere with a radius equal to your Spot centered on you, or a sphere with a diameter equal to your Mind that you can create at a distance.

Within this area, living creatures and power effects stand out clearly, and can be seen through smoke, fog or darkness (even supernatural darkness), but not through solid objects. Empathic traces of strongly emotional events can be discerned through study.

This makes it easier to spot creatures using powers to hide. You automatically notice a creature that is sneaking and relying on a power to conceal it. If it is using a power, but could sneak under the normal rules, Zone of Revelation gives no additional help.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Amplify Light

Inherent

You can amplify trace amounts of light. This lets you see normally in anything but complete darkness. It is still possible to sneak on you; there are still shadows and darker areas, but you are not impaired by lack of ambient light.

Analyze Technology

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Camera Capture

Basic Action or Limit Break

You can see trough any tv camera. You must either know the camera is there, or focus on a location to see trough the closest camera. Scrying at one specific location is a Basic Action; looking around to find something takes a Limit Break. Range is irrelevant, but such things as border security and isolated systems are a limit.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. If the Create skill used to maintain camera security is higher that the target's Spot, use this value as the scrying difficulty.

Tactical Overlay

Stance

This power helps you to keep track of the relative position of friends and enemies in combat. As long as you occasionally let your vision sweep across the area, or get information from external sensors or other characters equipped with a tactical overlay, you have an innate spatial awareness of the location of everything and everyone in the vicinity, even when out of your line of sight. You also know your map position.

Two or more friendly characters with Tactical Overlay can link their tactical data for maximum benefit.

You need never be afraid of hitting one another, this is particularly useful with area attacks.

All of you can attack a target anyone of you can see regardless of visual obstructions, as long as any physical barriers can be penetrated.

If anyone connected to your Tactical Overlay is aware of something that is about to surprise you, you are not surprised.

The risk with Tactical Overlay is that an opponent that can read your transmissions and feed them to his own Tactical Overlay; this gives him a +3 bonus on Dodge and Shoot against you.

Analyze Time

Inherent

You have a perfect internal clock and call always tell local and global time, even when involved with time dillation, time travel, and other potentially confusing circumstances.

You can analyze the properties of time in your vicinity. You learn and whether it has been affected by any powers recently. These ripples are easy to detect, but hard to pinpoint. The GM should give you warning well ahead of time when you encounter someone using Time magics other than time sense. Distance is about ten meters or minutes per point of Mind you have. You can increase your sensitivity by setting up chronal disruption detectors; this is mainly a plot device which can be used as an adventure hook against time-using rivals.

Prediction

Basic Action

You can try to predict the future, either the future of a person present or future events of the location you are in. Prediction is very uncertain, so predictions are never very accurate. The GM will give you his best estimate of what will happen, but he might well be wrong. The difficulty is not static; the GM will simply expend more effort trying to think up a better prediction if you roll is better.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. The Spot of an object or place is it's most frequent user's skill for the purpose of this power.

You are planning to attack a warehouse, and want a clue about how it will go. The GM knows this is the hideout of a sorcerer. A result less than the sorcerer's Spot will give a general impression of a hard-fought victory, as the GM is expecting a tough but not impossible fight. A roll about equal to his Spot might yield images of the hostile sorcerer's flame blasts. A higher result might show how some goons as they come out of their hiding places (making it impossible for them to surprise you during the fight) while an Outcome matching the sorcerer's Mind clearly shows the enemy sorcerer enchanting the goons' weapons to cause poisoned wounds.

Postcognition

Basic Action

You can look into the past to see what really happened. This is not reading psychic impressions, this is actually seeing exactly what was in the past. You can read the past of a location, person, or object you touch. Higher rolls give better impressions.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying.

You can see the past of a place, creature, or object. The past of a place includes everyone there. The past of an object or person only includes the thing observed and occasional minor glimpses of what is very near. The Spot of an object or place is it's most frequent user's skill for the purpose of this power.

If you do not know when the event you want to see occurred, you have scant the past, shifting trough events. It can also considerable time to scan large spans of time, so it is always best if you know what date you are looking for.

Task Prediction

Limit Break

A specialized prediction effect where you look into the future to see the most opportune way to do specific action. This makes the task Routine. If conditions change a lot before you use this bonus, it is lost, so task prediction is usually best used for immediate tasks. In order for another character to get this bonus, you must somehow transmit the information - such as by giving them advice.

Analyze Water

Basic Action

You can analyze the properties of any liquid within reach, even if it is inside a container or otherwise separated from you. You learn the exact composition and properties of the liquid and whether it has been affected by any powers recently.

You can sense the presence of liquid at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of liquid (not normally very useful), but by concentrating on a particular type you can eliminate all others.

Finally, you can use this to gain perfect understanding of currents and other aquatic phenomena.

Touch of Water

Inherent

You gain an awareness of water withing your Mind meters. This extends your sense of touch to this distance, which means you can "see" without using your eyes. On land this lets you see living creatures even when otherwise blind, but you cannot see objects and still move about as if blind. Underwater, this gives you complete situation awareness.